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Sistem Perangkingan Item Mobil pada E-Commerce Penjualan Mobil dengan Metode Random-Walk Base Scoring Sumi Khairani; Amru Yasir; Desi Yanti; Sayuti Rahman
InfoTekJar : Jurnal Nasional Informatika dan Teknologi Jaringan Vol 3, No 1 (2018): InfoTekJar September
Publisher : Universitas Islam Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30743/infotekjar.v3i1.533

Abstract

Konsumen yang ingin membeli mobil baru pada E-commerce penjualan mobil dalam menentukan pilihannya, tentu didasarkan pada beberapa kriteria yang dijadikan patokan dalam memilih mobil antara lain diminati konsumen, harganya bersaing, biaya perawatan murah, handal untuk banyak medan, dan sebagainya. Pemilihan terhadap mobil yang akan dibeli, ternyata tidaklah mudah bagi pembeli yang belum memahami seluk beluk mobil. Kesulitan dalam memilih mobil baru maka perlu suatu rujukan sebagai dasar pemikiran dalam memilih mobil baru. Sistem perangkingan menawarkan solusi untuk rujukan dalam memilih mobil baru. Pada penelitian ini penulis menerapkan metode Random-Walk Base Scoring dalam menyelesaikan persoalan. Persoalan bisa diselesaikan dengan menggunakan sistem perangkingan berdasarkan bobot tertinggi. Dimana konsumen dapat memberikan nilai terhadap item mobil tertentu dan memilih mobil dengan nilai tertinggi berdasarkan rekomendasi sistem. Aplikasi dirancang menggunakan bahasa pemrograman berbasis web. Hasil pengujian didapatkan bahwa Pemberian nilai kepada produk sangat mempengaruhi hasil, semakin tinggi nilai yang diberikan kepada produk tersebut maka semakin tinggi pula kemungkinan produk berada pada urutan teratas atau disebut dengan rating tertinggi.
Animasi 2D Sebagai Informasi Pelayanan E-KTP Kepada Masyarakat di Kantor Kecamatan Medan Denai Dicky Iskandar; herlina Harahap; Sumi Khairani
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol 3 No 2 (2021): Edisi Oktober
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v3i2.436

Abstract

This animation design is an information about the process of making KTP in Medan Denai District Office. Many residents do not know the process of making a KTP. For this reason, a method of delivering a KTP information is needed. The solution is to make 2D animation using adobe animation CC 2018. The process of making animation itself requires a story idea, scenario, story dialogue and storyboard. This animation provides information about an information process for making a KTP and explains the requirements for making a KTP. And there is a new policy from the government regarding the child identity card process. With this 2D animation, it is easier for the public to know the process of making a KTP so that there are no misunderstandings for officers, so that officers can provide the best service for the community
MEDIA PENGENALAN ORGAN TUBUH MANUSIA DALAM BAHASA LATIN UNTUK SISWA SMP BERBASIS ADOBE AFTER EFFECT Bella Puspita; Herlina Harahap; Sumi Khairani
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2020): PROSIDING SNASTIKOM 2020
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (560.261 KB)

Abstract

Making media on the introduction of human body organs in Latin based on Adobe After Effect is aimed at junior high school students with the aim and purpose that junior high school students are more interested getting to know the human organs in Latin with this 2D animated video. Making media introduction to human organs in Latin based on Adobe After Effect through three applications, the Adobe After Effect application is used for making animation, Adobe Illustrator to draw all of characters, background settings or other ambience and Adobe Audition as audio editing manager before being combined into Adobe After Effect. The process of making this animation requires a story idea, scene and storyboard. There are several steps to make an animated object to become a 2D animation video, modeling or depiction of background characters and other ambience, audio editing and animation. The result of this animation research is a learning medium for human body organs in Latin for junior high school students which aims to provide information about animation the body organs in the human body along with an explanation.
Simulasi Menggunakan Teknologi Biometric Pada Proses Boarding Pass Dengan Tampilan Animasi 3D Sonya Dinda Bungsu; Dharmawati; Sumi Khairani
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1498.761 KB)

Abstract

The author intends to design an information media through animated videos to provide information and knowledge for airplane passengers in the use of biometrics. This information media contains audio and 3D animation elements that is designed as attractive as possible to provide information so that delivery is easier to understand. 3D animation is animation formed in 3 axes (X,Y,Z). This animated video was designed by using sketchup, lumion, and adobe premiere software, and the system was used Storyboard. The final result of this research is the creation of an animated video for airplane passengers as a medium of information on the use of biometrics in the boarding pass process.
Implementasi Kriptografi Triple Des Dan Blowfish Pada Pengamanan File Multimedia Video Aldi Wahyudi; Sumi Khairani; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1030.74 KB)

Abstract

Sending a message, data and information are very important and requires a high level of security. Developing of information technology is so rapid where everyone will find it is easy to get a message, data and information, especially video. Video is one of the multimedia content often uses. Maintaining the confidentiality of the video is important so that unauthorized people cannot see the message contained in the video. One of the methods used to secure video is using the triple des and blowfish algorithms, both of these algorithms are cryptographic methods that use the concept of block cipher and symmetric cryptography. These two algorithms are used as a reference in making encryption and decryption software for video files and analyzing the performance of existing security systems, and implementing them by testing and measuring the system, in terms of processing time for video files encryption and decryption. The application designed by using Visual Basic 2010 which is a programming language based on OOP (Object Oriented Programming) that utilizes .NET technology which is used to create applications in a Windows-based work environment. This application is expected to be able to accept the implementation of triple des and blowfish cryptography in securing multimedia video files properly and carry out the encryption and decryption process according to the algorithm
Implementasi Media Interaktif Budidaya Kelapa Sawit Bagi Komuditas Tani Berbasis Android Ulul Azmi Harahap; Sumi Khairani; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1071.595 KB)

Abstract

Palm oil is an industrial plant / plantation used as a producer of vegetable oils, industrial oils and fuels. There are two types of oil palm, elaeis guineensis and elaei soleifera, which are used to produce palm oil in commercial agriculture. In fact, many communities (farmers) have failed or are still minimal in oil palm management. These factors include land conditions, knowledge of farming and insufficient experience. One way to provide knowledge to oil palm farmers is through socialization. Socialization which is equipped with media in accordance with technological developments will facilitate and greatly help the community. It will be easier for the community to obtain information about oil palm cultivation. The purpose of this study is to provide an attraction for oil palm cultivation. Then this research uses Unity 3D software by utilizing augmented reality technology. The results of this study are an android-based application about oil palm cultivation that has augmented reality technology. In the interactive media introduction of palm oil using Augmented reality technology, there are questionnaire results that conclude the first question questionnaire gets 62.6% results, the second question gets 64%, the third question gets 64%, the fourth question gets 64% and the last question 78.6%.
Pelatihan Pembuatan Desain UI/UX Website UMKM Profile Labscarpe dengan Aplikasi Figma: Pelatihan Desain UI/UX Website UMKM Haida Dafitri; Erwin Panggabean; Nur Wulan; Abdul Jabbar Lubis; Sumi Khairani; Ade Putri Humaira
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 3 No. 2.2 (2023): Jurnal Pengabdian kepada Masyarakat Nusantara
Publisher : Sistem Informasi dan Teknologi (Sisfokomtek)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (491.983 KB)

Abstract

The UI/UX (User Interface/User Experience) design is a design carried out to improve the branding of an online store to get a lot of attention from the public so that it can get a bigger share. UI/UX is one of the technological developments that can take advantage of digital means to introduce a product to be offered to customers. This research is intended to help improve the branding of a store, and to find out the performance of the website after using the UI/UX. It is hoped that the UI/UX design on the Lab.Scarpe website can improve the branding of the website and make it easier for users/customers to transact on the website.
Penerapan Animasi 3D Pada Saat Melakukan Gerakan Wourkout Menggunakan Metode Pose To Pose Angga Prayuda; Sumi Khairani; Dharmawati Dharmawati
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol 5 No 1 (2023): Edisi April
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v5i1.696

Abstract

Workout is an activity that someone does to improve or maintain body fitness. Workout does require moving the body with good concentration and coordination so that the results are maximized, if you lose your focus even a little during your workout, the consequences can range from minor to serious injuries. One way to overcome this problem is to take advantage of the existing information and communication technology, namely by making the stages of the process of how to move properly and correctly with an animated display. The purpose of this animated video is to provide direction and an overview of how to make it easier by following the stages simulated in 3D animation. This study discusses one of the methods related to the basic principles of animation, namely the pose to pose method. The discussion of the method is carried out by applying 3D animation when doing workout movements using 3D figure objects to demonstrate the workout movements. The design of the animation in this study was carried out through three stages, namely pre-production, production and post-production using the Blender application. This research succeeded in implementing human movement during workouts in the form of 3D animation.
ANIMASI 3D PEMBUATAN SISTEM AKUAPONIK Yogi Pratama; Haida Dafitri; Sumi Khairani
Djtechno: Jurnal Teknologi Informasi Vol 4, No 1 (2023): Juli
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/djtechno.v4i1.2985

Abstract

Saat ini banyak masyarakat Indonesia khusus nya daerah perkotaan yang ingin sekali Bertani namun tidak memiliki lahan yang cukup luas. Hal ini dikarenakan minim nya pengetahuan masyarakat dalam metode Bertani. Ada berbagai macam metode Bertani, diantaranya adalah dengan metode sistem akuaponik. Sarana multimedia berbasis animasi dapat digunakan sebagai salah satu media penyampaian informasi, Penelitian ini memanfaat kan animasi 3D sebagai inovasi dalam mengajarkan cara pembuatan Akuaponik. Animasi 3D ini di rancang menggunakan software blender. Proses perancangan dimulai dari  menentukan ide cerita, pembuatan storyboard, pemodelan objek, pemberian tekstur, menggerakkan animasi, rendering, sampai dengan proses penyuntingan. Hasil akhir dari animasi ini berupa video yang dilengkapi dengan musik latar, audio, dan teks penjelasan. Animasi 3D pembuatan sistem Akuaponik sebagai edukasi Bertani diharapkan dapat menjadi solusi dalam mengatasi keterbatasan lahan pertanian.Kata Kunci: Animasi 3D, Akuaponik, Blender.
OPTIMALISASI METODE COMPUTER BASED INSTRUCTION DALAM MENGEDUKASI PEMBELAJARAN TATAP MUKA ( PJJ ) BAGI MAHASISWA MENGGUNAKAN ANDROID Muhammad Hafiz Al Hakim; Haida Dafitri; Sumi Khairani
Djtechno: Jurnal Teknologi Informasi Vol 4, No 1 (2023): Juli
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/djtechno.v4i1.3362

Abstract

Media pembelajaran adalah alat bantu yang digunakan dalam hal kegiatan belajar mengajar untuk menyampaikan isi pembelajaran agar terjadi pengetahuan, penguasaan kemahiran dan pembentukan sikap dan kepercayaan pada masyaraka Untuk itu diperlukan suatu media dalam mengedukasi mahasiswa  untuk mendukung kegiatan pembelajaran tatap muka dengan cara membuat suatu aplikasi yang dimana terdapat beberapa panduan agar mahasiswa bisa memahami aturan di masa covid 19 dengan baik. Salah satu cara untuk menyelesaikan permasalahan diatas menggunakan metode Computer Based Instruction yaitu dapat menyajikan panduan informasi seperti peraturan yang kampus yang mereka sedang belajar. Computer Based Instruction adalah pembelajaran terprogram yang menggunakan komputer sebagai alat atau sarana utama untuk mengkomunikasikan materi kepada seseorang. Dan didapatkan hasil Memudahkan mahasiswa dalam melihat informasi mengenai peraturan pembelajaran tatap muka di dalam kampus.